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LibGL+LibSoftGPU: Implement more of GL_LIGHT_MODEL_COLOR_CONTROL

This gets rid of a place where OpenGL was leaking into LibSoftGPU.
This commit is contained in:
Jelle Raaijmakers 2022-03-23 11:07:39 +01:00 committed by Brian Gianforcaro
parent 4b6b9f272f
commit 284a629ab4
Notes: sideshowbarker 2024-07-17 16:40:30 +09:00
5 changed files with 24 additions and 14 deletions

View file

@ -263,6 +263,9 @@ extern "C" {
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
#define GL_SINGLE_COLOR 0x81F9
#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01

View file

@ -2724,36 +2724,38 @@ void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GL
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_light_model, pname, x, y, z, w);
RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_LOCAL_VIEWER
&& pname != GL_LIGHT_MODEL_TWO_SIDE
&& pname != GL_LIGHT_MODEL_AMBIENT,
RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_AMBIENT
&& pname != GL_LIGHT_MODEL_COLOR_CONTROL
&& pname != GL_LIGHT_MODEL_LOCAL_VIEWER
&& pname != GL_LIGHT_MODEL_TWO_SIDE,
GL_INVALID_ENUM);
auto lighting_params = m_rasterizer.light_model();
bool update_lighting_model = false;
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
lighting_params.scene_ambient_color = { x, y, z, w };
update_lighting_model = true;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
lighting_params.two_sided_lighting = x;
update_lighting_model = true;
case GL_LIGHT_MODEL_COLOR_CONTROL: {
GLenum color_control = static_cast<GLenum>(x);
RETURN_WITH_ERROR_IF(color_control != GL_SINGLE_COLOR && color_control != GL_SEPARATE_SPECULAR_COLOR, GL_INVALID_ENUM);
lighting_params.color_control = (color_control == GL_SINGLE_COLOR) ? SoftGPU::ColorControl::SingleColor : SoftGPU::ColorControl::SeparateSpecularColor;
break;
}
case GL_LIGHT_MODEL_LOCAL_VIEWER:
// 0 means the viewer is at infinity
// 1 means they're in local (eye) space
lighting_params.viewer_at_infinity = (x != 1.0f);
update_lighting_model = true;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
lighting_params.two_sided_lighting = x;
break;
default:
VERIFY_NOT_REACHED();
}
if (update_lighting_model)
m_rasterizer.set_light_model_params(lighting_params);
m_rasterizer.set_light_model_params(lighting_params);
}
void GLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap)

View file

@ -813,7 +813,7 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
}
// FIXME: The spec allows for splitting the colors calculated here into multiple different colors (primary/secondary color). Investigate what this means.
(void)m_lighting_model.single_color;
(void)m_lighting_model.color_control;
// FIXME: Two sided lighting should be implemented eventually (I believe this is where the normals are -ve and then lighting is calculated with the BACK material)
(void)m_lighting_model.two_sided_lighting;

View file

@ -83,7 +83,7 @@ struct RasterizerOptions {
struct LightModelParameters {
FloatVector4 scene_ambient_color { 0.2f, 0.2f, 0.2f, 1.0f };
bool viewer_at_infinity { false };
unsigned int single_color { 0x81F9 }; // This is the value of `GL_SINGLE_COLOR`. Considering we definitely don't leak gl.h stuff into here, we fix it to the gl.h macro value.
ColorControl color_control { ColorControl::SingleColor };
bool two_sided_lighting { false };
};

View file

@ -39,6 +39,11 @@ enum class BlendFactor {
SrcAlphaSaturate,
};
enum class ColorControl {
SingleColor,
SeparateSpecularColor,
};
enum class ColorMaterialFace {
Front,
Back,